Gunpowder Period (Wargames Rules) - Hordes of Models and Buckets of Dice: Quick Play Rules Buy on Amazon

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Gunpowder Period (Wargames Rules) - Hordes of Models and Buckets of Dice: Quick Play Rules

Book Details

Author(s)Nigel Emsen
ISBN / ASINB00VXUJMEG
ISBN-13978B00VXUJME2
Sales Rank588,154
MarketplaceUnited States  🇺🇸

Description

The design philosophy of the rule set provides a simple approach that can be used to play wargame battles irrespective of the figure scale (6mm, 10mm, 15mm, 25mm and even 1/32 scale) using your own current models and basing. This is so that you can use your current collection of figures.


There are many very good rule sets aimed at a specific period in the hobby providing a detailed simulation of warfare in the period. These rules have been designed to provide the player with changes based around the maneuver and management of their units. The rules have been deliberately designed to provide more options at the unit level, while presenting the dilemma to the player that they cannot do all of the traditional phases (shooting, moving, charging, reforming) of a turn with that specific unit.


The rules instead of using a traditional system of very distinct detailed weapon factors and micro-managed movement rates, provides a game framework that looks at the different units capabilities compared to that units opponents. This enables the player to apply their knowledge of the period to represent the way a specific unit, in your opinion performed historically.


These rules also do not use the IGUGO turn approach, but instead each action, (reform, charge, move and shoot) can be done in any sequence or times in a turn, which keeps both players engaged throughout a turn sequence. A unit has a limit of two actions in any turn. The players take it in turns to complete these actions by unit. This keeps players engaged all through the turn sequence.


Also the rules do not focus on detailed weapon factors and actions within a specific game turn time frame, but use the approach: Was the specific unit any better or worse on the battlefield for the period.


For example, All units could have used volley fire, but was this specific unit any better/worse at than anyone else? The rules manage this through a unit being given a selection of capabilities that are given to a unit.


All units break at the same point, regardless of if the unit is veteran, regular or militia. What is managed within the rule set is how quickly or slowly a unit reaches that point of failure.


Games can be played over a two-hour time limit and a scoring orientated to a historical battle or specific game objectives.


This approach in the rules, allows games from the end of the dominance of the Swiss Keil to the end of The Mahdist Wars in the Sudan.


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